Shader "Unlit/Day3Shader1"
{
    properties
    {
    }
    
    subshader
    {
        LOD 1000
        pass
        {
            HLSLPROGRAM
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #pragma vertex vert
            #pragma fragment frag
            struct appdata
            {
                float3 pos:POSITION;
            };
            struct  v2f
            {
                float4 pos:SV_POSITION;
            };
            v2f vert(appdata IN)
            {
                v2f OUT = (v2f)0;
                OUT.pos = mul(UNITY_MATRIX_MVP,float4(IN.pos,1)) ;
                return OUT;
            }
            float4 frag(v2f IN):SV_TARGET
            {
                return float4(1,0,0,1);
            }
            ENDHLSL
        }
    }
    
    subshader
    {
        LOD 100
        pass
        {
            HLSLPROGRAM
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #pragma vertex vert
            #pragma fragment frag
            struct appdata
            {
                float3 pos:POSITION;
            };
            struct  v2f
            {
                float4 pos:SV_POSITION;
            };
            v2f vert(appdata IN)
            {
                v2f OUT = (v2f)0;
                OUT.pos = mul(UNITY_MATRIX_MVP,float4(IN.pos,1)) ;
                return OUT;
            }
            float4 frag(v2f IN):SV_TARGET
            {
                return float4(0,1,0,1);
            }
            ENDHLSL
        }
    }
    
    Fallback  "Hidden/Universal Render Pipeline/FallbackError"
}
